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Everything posted by lee3310
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It eliminates the possibility of mod conflicts on the record-level. However, if two mods touch the same vanilla form, funny things can still happen depending on the mods.. Note that if you set a quest to "Run once", you won't be able to start it again if it's been stopped previously because the game will block it. (Save games hold quest stage, running state, etc. informations in the form of a quest data). Well, i hope i can still stop the quest after disabling the run once flag mid-save (to trigger OnQuestInit event again).
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You can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc. The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (you can export a single trishape as .obj in the last build). Then you should write what you did down in a 'tutorial'. A LOT of people will love you for it :wink: Someone far more experienced than me already made a good tutorial: (don't forget the videos) https://docs.google.com/document/d/1dR0FU5HQrWsBiU6BtKg-dNXLSUVVlhT72fGCVyWmw3w/edit
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You can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc. The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (Nifskope improved, you can even export a single trishape as .obj in the last build).
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If there's another mod that modifies the same lvl through the editor, and it is loaded lower in the modlist, it will overwrite your changes, by doing your changes with scripts you avoid this problem. The chance of some other mod overwriting your changes is low, since most modders use the inject method, but is always better doing it "bulletproof". A formlist doesn't allow the same form to be added, if you add the same form twice it will not make any difference. So I guess it's safe to restart the quest to add other forms later. Edit: In your script code you are adding a form to a fromlist, but the actual questin was "adding lists to vanilla containers". If we are talking about containers then I'm pretty sure you can actually add the same lvl list many times, so I guess that will spawn items from each instance of the leveled list. So I think is convenient that you inject lvl lists in to an existing lvl list than directly to the container. Thank you for this explanation, and yes, i will add the LVL to an existant one (by container i was referring to "Container_Loot_Furniture_Tiny" for exemple which is a leveled List used in containers like desks). In the editor, you can duplicate forms inside a leveleditem but if injecting the same form twice doesn't have any side effects (like changing the spawn chance) then it's all good.
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Radio radius detection script
lee3310 replied to ENGINEERH4RR7's topic in Fallout 4's Creation Kit and Modders
https://www.creationkit.com/fallout4/index.php?title=OnPipboyRadioDetection_-_ObjectReference -
Is there any advantage in injecting modded leveled list to vanilla containers (leveled items) using script instead of editor ? (V_LL.AddForm(M_LL as Form, lvl, count))And if i do it in a quest script, do i have to flag it as "run once" or i can safely start/stop it mid save if i decide to add more containers in the future. PS I'm also using a GV as "chance None".
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https://www.creationkit.com/index.php?title=Condition Take a look at the "Complex Conditions"
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placing objects in water
lee3310 replied to greekrage's topic in Fallout 4's Creation Kit and Modders
well when i tried the "log" trick i was using for placement in a port /dock near land where depth isnt that much and it would easily touch the surface... I think the issue is also a keyword issue and the fact that water isnt a surface but an effect with no collision . Maybe i need to force a placement at a specific " Z" that all ocean height is... but i dont know how to do that.. Do not suffer and put place everywhere. I don't know, maybe one out of 10 people doesn't use it. Nearly 90k endorsements on the Nexus speak for themselves. Everyone who loves to build something in fo4 will inevitably come to place everywhere. ) Never used that mod :laugh: . -
Teammates ignore Enemy, how to bypass?
lee3310 replied to hereami's topic in Fallout 4's Creation Kit and Modders
They should attack (become aggro) when player combat state changes or someone is targeting the player (GetCombatTarget()). Also you need to remove them form all factions (or add them to player faction in alias quest with high priority) -
My problem, is how to identify the "trade" option displayed when you activate the NPC. First, i thought that setPlayerTeammate(true) triggers a quest with a scene and a player dialogue to display the 4 options (trade,talk,cancel,stay) but apparently it's an internal mechanism. I don't know how to hook a script to the trade option. There is no event or keyword to do so, even OnCommandModeGiveCommand() has nothing for "trade". PS Bethesda didn't do it for companions in CK or script. Try the trade option with your follower (after recruiting him/her) and you will see that the player say nothing (only the companion).
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using your own player dialogue in a scene is ideal but i already have a dialogue tree full to the brim with a lot of conditions to display the appropriate option (recruit, dismiss, follow, wait (sandbox), lure, collar)...). The only shared topics i can use are for player open inventory which ironically, have no place for them (all the other lines are extracted/renamed .fuz)
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If even Bethesda didn't do it for the vanilla companions then i think it's a dead end.
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I can confirm the first assumption; higher priority will always win. If same priority, then like SKK said: FIRST COME, FIRST SERVED (if you don't re-evaluate packages at least). What i didn't try is having NPC in two different aliases with same quest priority then "EvaluatePackage()" (i think it will be random too)
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move them to the user folder "Scripts\Source\User"
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When you set an NPC as player teammate (setPlayerTeammate()) you will get 4 dialogue options on activation and also dialogue lines for command state. You can voice those options by populating "Command Dialogue" for the Player and "Favors" for NPCs (in a quest): Follow, Stay, Retrieve... -> Agree/Refuse Call -> Show ... But as you can see, there is a "trade" response option for NPC but nothing for the player. I can't move the trade dialogue to the scene (not using XDI and the dialogue tree is more than full) so any idea how i can make the player say something when i choose the trade option (using player dialogue maybe ? is there a special keyword for trade). "ShowRelationships" should definitely be "ShowInventory"
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Question about Take All
lee3310 replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
This is very interesting. Can you specify another target/container ? also, is there a similar function that can be used as an alternative to addItem() ? (the papyrus one can cause a reset inventory bug on some NPCs) You can get around that additem/reset issue in papyrus by doing the additem(s) on a temporary container then using "Container.RemoveAllitems(NPC)" to transfer the object(s) to the NPC. This does not trigger the inventory/outfit reset issue. Great, i'll give it a shot. Thanks. -
I think it's a vanilla bug, you can see the gap bug in many places around the commonwealth (like Diamond City ext, behind the columns)
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Problems with OnHit/RegisterForHitEvent and scaling
lee3310 replied to iqoniq's topic in Fallout 4's Creation Kit and Modders
I'm doing all sorts of crazy with properties (even the time scale) in scripts, because there's a lot going on. The script is standalone quest, but it runs in tandem with another 2 quests (the actual quest itself, and a fat controller that handles stuff like player restrictions in the background while in the cell) and is held together with hopes, wishes and dreams. It's probably overkill, but when they were all lumped in together I was having interesting effects, so I spun it off into separate quests so I know where is causing what and it's easier to edit that than end up recoding other bits of a script doing several things already. if you need to assign another value to a property then don't flag it as const and for the scaling pb, i just remembered that i had to move an object for the new scale to take effect in game. If you still have that problem, try playerlifeheart.SetScale(hscale) playerlifeheart.moveto(playerlifeheart) -
Are they vanilla cells ? (interior/exterior ?) and did you add objects with custom nifs to them ?
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Interesting, i remember trying generating previs for each cell in sanctuary but it always ended up causing problems, like disappearing objects when i get closer (the water tower e.g or some boulders). "Generating precombined visibility for all loaded cells", is what worked for me you just have to pick a central cell (make sure all edited cells are loaded.) But like you said, if it reaches a cell modded by another plugin, it will cause major conflicts.
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Question about Take All
lee3310 replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
This is very interesting. Can you specify another target/container ? also, is there a similar function that can be used as an alternative to addItem() ? (the papyrus one can cause a reset inventory bug on some NPCs) -
Question about Take All
lee3310 replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
I know you don't use F4SE in your mods but there is a function in "LL_FourPlay" plugin that helps with the skin part: Form Function GetActorBaseSkinForm(Actor akActor) native globalIf LL_FourPlay.GetActorBaseSkinForm(akActor) != akItem ;remove...